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Added Parallax Corrected Cubemaps
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XutaxKamay committed Sep 20, 2024
1 parent b9b7e6f commit 79a4b72
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Showing 22 changed files with 1,002 additions and 988 deletions.
Binary file added devtools/bin/ShaderCompile.exe
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31 changes: 31 additions & 0 deletions devtools/bin/process_shaders.ps1
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@@ -0,0 +1,31 @@
[CmdletBinding()]
param (
[Parameter(Mandatory=$true, ValueFromPipeline=$true)][System.IO.FileInfo]$File,
[Parameter(Mandatory=$true)][string]$Version,
[Parameter(Mandatory=$false)][switch]$Dynamic,
[Parameter(Mandatory=$false)][System.UInt32]$Threads
)

if ($Version -notin @("20b", "30", "40", "41", "50", "51")) {
return
}

$fileList = $File.OpenText()
while ($null -ne ($line = $fileList.ReadLine())) {
if ($line -match '^\s*$' -or $line -match '^\s*//') {
continue
}

if ($Dynamic) {
& "$PSScriptRoot\ShaderCompile" "-dynamic" "-ver" $Version "-shaderpath" $File.DirectoryName $line
continue
}

if ($Threads -ne 0) {
& "$PSScriptRoot\ShaderCompile" "-threads" $Threads "-ver" $Version "-shaderpath" $File.DirectoryName $line
continue
}

& "$PSScriptRoot\ShaderCompile" "-ver" $Version "-shaderpath" $File.DirectoryName $line
}
$fileList.Close()
2 changes: 1 addition & 1 deletion engine/host.cpp
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Expand Up @@ -590,7 +590,7 @@ jmp_buf host_enddemo;
static ConVar host_profile( "host_profile","0" );

ConVar host_limitlocal( "host_limitlocal", "0", 0, "Apply cl_cmdrate and cl_updaterate to loopback connection" );
ConVar host_framerate( "host_framerate","0", FCVAR_REPLICATED, "Set to lock per-frame time elapse." );
ConVar host_framerate( "host_framerate","0", 0, "Set to lock per-frame time elapse." );
ConVar host_timescale( "host_timescale","1.0", FCVAR_REPLICATED, "Prescale the clock by this amount." );
ConVar host_speeds( "host_speeds","0", 0, "Show general system running times." ); // set for running times

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2 changes: 1 addition & 1 deletion game/client/fx_impact.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -207,7 +207,7 @@ char const *GetImpactDecal( C_BaseEntity *pEntity, int iMaterial, int iDamageTyp
//-----------------------------------------------------------------------------
// Purpose: Perform custom effects based on the Decal index
//-----------------------------------------------------------------------------
static ConVar cl_new_impact_effects( "cl_new_impact_effects", "0" );
static ConVar cl_new_impact_effects( "cl_new_impact_effects", "1" );

struct ImpactEffect_t
{
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2 changes: 1 addition & 1 deletion gamedata
Submodule gamedata updated from d4bd06 to 3b8489
2 changes: 1 addition & 1 deletion materialsystem/shaderapidx9/vertexshaderdx8.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2058,7 +2058,7 @@ bool CShaderManager::LoadAndCreateShaders_Dynamic( ShaderLookup_t &lookup, bool
//-----------------------------------------------------------------------------
FileHandle_t CShaderManager::OpenFileAndLoadHeader( const char *pFileName, ShaderHeader_t *pHeader )
{
FileHandle_t fp = g_pFullFileSystem->Open( pFileName, "rb", "GAME" );
FileHandle_t fp = g_pFullFileSystem->Open( pFileName, "rb", "MOD" );
if ( fp == FILESYSTEM_INVALID_HANDLE )
{
return FILESYSTEM_INVALID_HANDLE;
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Original file line number Diff line number Diff line change
Expand Up @@ -164,20 +164,20 @@ BEGIN_VS_SHADER( DecalBaseTimesLightmapAlphaBlendSelfIllum_DX9, "" )

pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );

DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, false );
SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, false );
SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, false );
SET_STATIC_VERTEX_SHADER_COMBO( DIFFUSEBUMPMAP, false );
SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, false );
SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, false );
SET_STATIC_VERTEX_SHADER_COMBO( RELIEF_MAPPING, false );
SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, false );
SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK, false );
DECLARE_STATIC_VERTEX_SHADER_NEW( lightmappedgeneric_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO_NEW( ENVMAP_MASK, false );
SET_STATIC_VERTEX_SHADER_COMBO_NEW( TANGENTSPACE, false );
SET_STATIC_VERTEX_SHADER_COMBO_NEW( BUMPMAP, false );
SET_STATIC_VERTEX_SHADER_COMBO_NEW( DIFFUSEBUMPMAP, false );
SET_STATIC_VERTEX_SHADER_COMBO_NEW( VERTEXCOLOR, false );
SET_STATIC_VERTEX_SHADER_COMBO_NEW( VERTEXALPHATEXBLENDFACTOR, false );
SET_STATIC_VERTEX_SHADER_COMBO_NEW( RELIEF_MAPPING, false );
SET_STATIC_VERTEX_SHADER_COMBO_NEW( SEAMLESS, false );
SET_STATIC_VERTEX_SHADER_COMBO_NEW( BUMPMASK, false );
#ifdef _X360
SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, 0 );
SET_STATIC_VERTEX_SHADER_COMBO_NEW( FLASHLIGHT, 0 );
#endif
SET_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
SET_STATIC_VERTEX_SHADER_NEW( lightmappedgeneric_vs20 );

if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
Expand All @@ -196,11 +196,11 @@ BEGIN_VS_SHADER( DecalBaseTimesLightmapAlphaBlendSelfIllum_DX9, "" )
{
BindTexture( SHADER_SAMPLER0, SELFILLUMTEXTURE, SELFILLUMTEXTUREFRAME );

DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH, false );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, false );
SET_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
DECLARE_DYNAMIC_VERTEX_SHADER_NEW( lightmappedgeneric_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO_NEW( FASTPATH, false );
SET_DYNAMIC_VERTEX_SHADER_COMBO_NEW( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_VERTEX_SHADER_COMBO_NEW( LIGHTING_PREVIEW, false );
SET_DYNAMIC_VERTEX_SHADER_NEW( lightmappedgeneric_vs20 );

pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );

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Binary file added materialsystem/stdshaders/ShaderCompile.exe
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4 changes: 2 additions & 2 deletions materialsystem/stdshaders/buildallshaders.bat
Original file line number Diff line number Diff line change
Expand Up @@ -44,8 +44,8 @@ REM PC SHADERS
REM ****************
if /i "%ALLSHADERS_CONFIG%" == "pc" (
%BUILD_SHADER% stdshader_dx9_20b
%BUILD_SHADER% stdshader_dx9_20b_new -dx9_30
%BUILD_SHADER% stdshader_dx9_30 -dx9_30 -force30
%BUILD_SHADER% stdshader_dx9_20b_new
%BUILD_SHADER% stdshader_dx9_30 -force30
rem %BUILD_SHADER% stdshader_dx10 -dx10
)

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